summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/spl-data.h
Commit message (Collapse)AuthorAgeFilesLines
* Remove some old comments from spl-data.h (doy)reaverb2014-08-131-4/+2
|
* Let Fedhasites sublimate.Neil Moore2014-08-091-1/+1
|
* Add the new monster spell 'Corrosive Bolt'Nicholas Feinberg2014-07-311-0/+13
| | | | | | | | | As part of the continuing quest to add more acid to more places. For now, it's on deep elf sorcerers (replacing b. draining), tengu reavers (replacing one of the venom bolts in one of their spellbooks), and a./liches (replacing the bolt of draining in one of their spellbooks).
* Make Ice/Statue Form use spellpower instead of Ice/EarthNicholas Feinberg2014-07-241-2/+2
| | | | | | | | | | Also adjusts max power (Ice Form 200->100, Statue Form 200->150) to get roughly the same scaling as before; statue form now scales slightly more slowly, but caps out at 1.5 ac higher, if you can eke out enough spellpower. AC from non-spell-caused polymorphs will be based on the power of the polymorph.
* Tweak Stoneskin/Ozocubu's ArmourNicholas Feinberg2014-07-241-2/+2
| | | | | | Reduce the spellpower cap to 100 (closely approximating the old effective power cap), and slightly buff ozo's at old power to bring it up to the old numbers.
* Allow inner flaming allies.Neil Moore2014-06-061-1/+1
|
* Rework Confusing TouchNicholas Feinberg2014-05-291-2/+2
| | | | | | | | | | | | | | In its previous state, it was fiddly, misleading, and kind of overpowered. So: Raise it to level 2 (& remove it from Cantrips, replacing it with Corona). Remove the stacking-duration effect & increase the initial duration. Set damage of all hits to 0, and make the first successful (confusing) hit end the effect. This should still be useful, but in a level 2 kind of way. We'll see how that pans out.
* Reduce Tukima's Dance to level 3Nicholas Feinberg2014-05-271-2/+2
| | | | | | The new effect compared unfavorably to Enslavement. It works rather a lot better at level 3, and will probably get more use there, too.
* Hauntify Tukima's Dance.Nicholas Feinberg2014-05-271-1/+1
| | | | | Make Tukima's Dance weapons (almost) only attack their original owner. Removes the last reason to do fiddly weapon-swapping.
* Change Tukima to be a targeted spellJeekaroose2014-05-271-5/+5
| | | | | | | | (Committer's note: The old Tukima's Dance was fiddly and not well-liked. Changing it into something hexier seemed like a popular & reasonable idea. I refactored the spell code & fixed a few small issues.)
* Move the definition spl-data.h's table into the spl-data.h (|amethyst)reaverb2014-05-141-0/+5
|
* New monster spell: Drain Magic.Steve Melenchuk2014-05-101-0/+13
| | | | | | | | It's an antimagic enchantment, borrowing the code from melee antimagic (which now internally refers to the new beam type). I have a vague notion that this might remove antimagic effects from the caster at some point, but that's for later.
* Remove the Summon Elemental spellChris Campbell2014-05-061-0/+2
| | | | | | | | It was fairly fiddly and unclear in its mechanics, and elemental summoning is now covered by the elemental evokers (and possibly the storm god at some point in the future too)ยท Moved Summon Forest from the book of the Warp to replace it in the book of Summonings, and added Dispersal to replace it in the book of Wizardry.
* Remove the low-level weapon branding spells.Shmuale Mark2014-04-271-0/+4
| | | | | | | | | | | | | For the most part they were optimal to cast before every fight, making them hugely annoying but too useful to simply ignore. They also encouraged being casted before reading an unidentified scroll, just in case it might be brand weapon. Warp Weapon and Excruciating Wounds obviously do not have the latter problem, and since the spells have noticeable drawbacks they do not have the second problem as much either. The books of Ice, Fire, and Necromancy don't get replacements; they are pretty good anyway. Alchemy and Envenomations get Alistair's.
* Remove silver starsChris Campbell2014-04-281-0/+4
| | | | | | Both of their spells work by dealing ridiculous amounts of damage to a few, vulnerable species and little or no damage otherwise, which does not make for an interesting monster.
* Fix some issues with TAG_MAJOR_VERSION > 34.Steve Melenchuk2014-03-301-0/+2
|
* Fix Glaciate's range at 7; don't let Vehumet extend this.Steve Melenchuk2014-03-281-1/+1
| | | | | | | By popular dev demand. I'm leaving the code for handling varying ranges alone in the event that we need to revisit this.
* Lower Call Imp power cap to 100Chris Campbell2014-03-281-1/+1
|
* Buff rods of (fiery) destruction a bitDracoOmega2014-03-221-1/+1
| | | | | | | | Both destruction and fiery destruction felt rather underwhelming in practice, particularly compared to the traditionally good rods. This lowers the level of random bolt from 5 to 4 (letting you get more than 3 shots from a full-capacity rod) and raises the damage on both (moreso for fiery than non-fiery destruction).
* Schedule more of Fake Rakshasa Summon for removal.Neil Moore2014-03-121-0/+2
|
* New monster spell: Phantom MirrorDracoOmega2014-03-111-0/+13
| | | | | | | | | | | | | | This spell clones a selected allied creature, randomly swapping the clone and original to disguise which is real and which is fake (and also not displaying the summon as 'summoned', for the same reason). The mirrored creature does have the full offensive capabilities of the original, but only half the hp (all of them are dispelled upon killing the creator, as you would expect). This is intended as part of a rakshasa revamp, and will eventually replace the existing uses of MONS_RAKSHASA_FAKE and associated code. (And can probably do similar for Mara as well, with a few tweaks, tidying the various uses of duplication under a simpler codebase).
* Remove SunrayDracoOmega2014-03-111-0/+2
| | | | | | | | | | | Sunray had a number of quirks that were rather non-transparent if uninformed about them, and not usually very interesting from a tactical perspective (namely: it ignored repel missiles, did bonus damage to vampires and shadows, and couldn't hurt things that were invisible). There seemed a general agreement that it probably ought to simply be removed. Stone arrow replaces it in the spriggan druid spellbook.
* Increase Glaciate's max range and slightly lessen its falloff.Steve Melenchuk2014-03-061-1/+1
| | | | So that it still does 50% damage at maximum range.
* Allow ghost casting of dazzling spray (Grunt).gammafunk2014-03-061-1/+1
| | | | | | | | | Player ghosts can now have dazzling spray, which sets confusion based on an XL check that's the same as used when blinding monsters. This commit is mostly based on Grunt's commit 0d12a004 in the glaciate-testing branch and cleaned up some for trunk, with some aspects reorganized.
* Rename Summon Menagerie to Monstrous Menagerie.Steve Melenchuk2014-03-061-1/+1
| | | | Less boring, at least.
* Reduce Summon Mana Viper's level to 5DracoOmega2014-03-061-1/+1
| | | | | | | | | | | It was generally harder to cast than Summon Menagerie, yet less powerful in many contexts. Mana vipers do provide stronger disabling support, but this is less needed if you can just kill the target instead. The spell might benefit from not being found only in a book that also has Menagerie, incidentally - maybe it should be put in one of the hex books?
* New spell: Summon Mana ViperDracoOmega2014-03-061-0/+13
| | | | | | | | | | | | | | | | | | With the aim of creating summons that have more differentiated uses from each other, this spell summons something that can provide good anti-caster support while being less directly mighty than other higher level summons, particularly against enemies where its antimagic bite contributes little. It is a level 6 summoning/hexes spell which summons a mana viper (with a cap of 2) whose antimagic effect scales noticably with spellpower, but its hp and damage do not. The general idea is that it is less good at killing many things on its own (and spellpower alone cannot turn it into something very tanky) but an investment in the relevant skills can provide a very strong augment against vulnerable enemies. (It IS still pretty strong even against non-casters, I admit, but also a level 6 dual-school spell with a less common secondary school, so maybe is fine as-is).
* New spell: Forceful DismissalDracoOmega2014-03-061-0/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | In the spirit of adding more dynamic options to summon play besides 'make more creatures to throw at things', Forceful Dismissal is a level 6 summonings spell which violently unsummons all of your nearby summoned creatures, causing magical explosions around where each of them were. The explosion damage is based both on spellpower as well as the HD of the creature being unsummoned (so imps make much less effective 'bombs' than a hell sentinel would). Damage numbers are even more provisional than usual, since it's somewhat hard to know how this will play outside a real game. The aim is not to make immediately detonating summons in melee range the generally optimal thing to do, as the full damage over a summon's lifetime ought to exceed it in many cases, but rather something you might use in cases where burst damage was especially important, or your defensive line looked about to crumble anyway, and so on. I considered adding a drawback that casting it would temporarily prevent RE-summoning anything for several turns, making it more desireable to get further value out of the living summon before exploding it, but I'm not certain that's necessary, and would like to see how this version plays out first.
* New spell: Spellforged ServitorDracoOmega2014-03-061-0/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | With the idea of introducing more summoning spells that a bit unique in some way, this is a level 7 Summoning/Conjurations spell which summons a single golem-like being that possesses a subset of the caster's own conjurations. The spell list is assembled deterministically, somewhat similar to player ghosts (though different in a number of regards). The first 3 spell slots draw from a 'primary' list containing direct conjurations like bolt of cold or poison arrow, while the next 2 are from a 'secondary' list which tends to contain AoE effects and cloud spells, as well as things like airstrike. Spells are selected roughly in order of level and power, with the player's higher spell skills having a small effect. In practice, I think the servitor will fairly transparently possess a selection of the player's better spells, without anyone needing to think much on how it arrived at this list. Many of the highest level spells (like fire storm and shatter) are excluded not only for power reasons, but also because a servitor using these could be downright dangerous to its caster. The main exception I made here was CBL, which is allowed (being both lower-level and often similarly dangerous when the player uses it, though I open to changing this).
* Scale Summon Lightning Spire with spellpowerDracoOmega2014-03-061-1/+1
| | | | | | | | | | | The damage of the spire's lightning bolt now increases with spellpower, but the hp of the spire is fixed at 20 and its duration at 2. I think that this should make it a sometimes-viable damage augment beyond its current useful period, while retaining a notable limitation of fragility later on (which makes the placement range limit particularly meaningful on top of this, I think)
* Replace Summon Ugly Thing with Summon Menagerie (pending a better name)DracoOmega2014-03-061-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Summon Ugly Thing was never a particularly impressive spell and the summon cap changes have left it even more underwhelming these days. Still, there is a need for a solid midrange summon available to good god worshipers, and this is a shot at assembling one that might be more interesting than the ubiquitous ugly things. The spell can summon either a manticore, lindwurm, harpy (multiples at higher power), or a sphinx (much rarer except at high power), which I feel are solid midrange creatures with a shared mythological theme and some relatively unobtrusive gimmicks (and more of an emphasis on ranged combat than its immediate 'upgrade' in Summon Hydra). Somewhat similarly to Shadow Creatures, multiple harpies count as a single creature for the purposes of the spell's cap, and the creatures also receive a modest HD boost based on high spellpower (I'm still somewhat divided on this, unlike with Ice Beast, but it does help the spell scale more strongly with spellpower that it otherwise would; perhaps there is some higher-tier creature accessible with high power that could help bridge this gap on its own?) As a natural consequence of Summon Ugly Thing being replaced, Kirke also acquires this spell. This is effectively a buff for her, but as one of the least dangerous midgame uniques, I am sure she can handle it, and a selection of Greek mythological beasts are surely at least as suitable things for her to summon as... whatever ugly things are.
* Replace Mass Abjuration with Aura of AbjurationDracoOmega2014-03-061-1/+1
| | | | | | | | | | | | | | | | | Mass Abjuration was never an especially popular spell at level 6, but the recent changes which cause summons to be automatically abjured upon their caster's death renders its usefulness considerably lower. This experimental change is aimed at making the spell more appealing given how readily available this faux-mass-abjuration already is to everyone. Aura of Abjuration causes the caster to continuously perform a lower power version of Mass Abjuration each turn for a reasonably long duration, sending new summons away shortly after they arrive (given sufficient power). This version could even be a useful pre-cast option for battles with summon-focused enemies and provides tactical options which old Mass Abjuration did not, and might give the spell some play in the current environment.
* Remove Demonic HordeDracoOmega2014-03-061-0/+2
| | | | | | | | This was neither a popular nor powerful nor especially interesting spell, which was basically 'Call Imp, except a lot more of them'. Making the demons more individually powerful only further steps on the toes of the many other demon summoning spells that already exist, so I think it is fine to simply trim it.
* Overhaul Summon Dragon for playersDracoOmega2014-03-061-0/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Summon Dragon was hit extremely hard by the summon cap, as the effective strength of a summoned monster is superlinear with their quantity, and 2 dragons simply does not provide even remote offensive or defensive parity with equal level spells in other schools, such as tornado or shatter (since killing groups of monsters quickly is a pretty good form of defense). It is true that it could be used in consort with other summon spells to increase its impact, but the same is equally true of pairing tornado with other conjurations. A level 9 spell is a huge investment and its impact should be equally huge, which does not seem at all the case at present. When testing it against other equal-level spells in a range of realistic combat scenarios, Summon Dragon takes more time to defeat even modest encounters than its peers (often much more), while generally exposing the player to more danger in the process (both due to its delay in killing ranged threats and also that you can no longer form an effective screen of dragons with only 2 of them lasting more than a couple turns). In many cases, the difference is extreme. And the fact that the dragons last forever is of limited practical advantage (except in resisting monster abjuration). Raising its summon cap might address this somewhat, but rather than simply making it more spammable in the old sense, I have decided to give it behavior which further distinguishes it from common summon spells while making it suitably impactful for its spell level and the investment that represents. Summon Dragon is replaced by Dragon's Call, which gives the player a temporary status that will continuously summon in dragons adjacent to and attacking random hostiles within the player's LoS. These dragons have an individually short duration and will appear only while hostiles are present (so you cannot build up an army while outside of battle, nor carry your previous army from battle to battle unless they occur with only short delay between them). The delay between summoning each new dragon is proportional to how many you already have, meaning that they will arrive more quickly when you have none, and much more slowly while several are already active. Each new dragon summoned costs the caster a small amount of mp, and the effect will end if you run out. Also, it generates a continuous amount of noise while the status lasts. Finally, there is a somewhat lengthly cooldown between times the effect can be activated. The effect is definitely strong, as befits a level 9 spell, but interestingly it also excells at slightly different situations than other level 9 spells do. It is distinctly less powerful against massed groups of foes, but potentially stronger against a series of moderate to small encounters back-to-back due to its duration. And it definitely (to me, anyway) feels splashy in a way that a level 9 spell ought to. Of course, numbers are still provisional, as always. (For now I have retained the original Summon Dragon as a monster spell, as much of the additional complexity of Dragon's Call does not add much to a monster version over just summoning a couple more dragons in the usual manner)
* Scale Call Canine Familiar better with spellpowerDracoOmega2014-03-061-1/+1
| | | | | | | | | | | | | This commit makes which canine the spell produces more strongly affected by spellpower. Wolves should be less common at low power (where they are extremely powerful), while hounds should stop being the common result at higher power (where they are so weak as to be useless), eventually phasing out altogether. Newly-buffed wargs are placed at a tier above wolves, eventually replacing them. The idea is that which canine you get is more consistant, based on spellpower, in the hope of giving the spell a little more longevity without boosting earlygame power (and in fact curtailing it somewhat).
* Scale summoned Ice Beasts' HD with spellpowerDracoOmega2014-03-061-1/+1
| | | | | | | | | | | | | | | | | | | | | A lot of summoning spells in general have scaling problems, being very strong when they outclass their opponent and extremely weak when outclassed by them (much moreso than with conjurations), as well as gaining little real benefit from additional spellpower. This meant that many would be extremely strong when first castable, only to quickly become almost obsolete. This was especially evident with Ice Beast, being the top-end spell in a background dedicated to summoning, yet having longevity that was dramatically worse than the top-end spell of nearly every other book background. This aims to create more parity in that respect by increasing ice beast HD with spellpower, which will increase both their durability and their cold damage. Ideally, I think they should be able to remain a core summoner tool into midgame (or somewhat beyond), as fireball or LRD or throw icicle or lightning bolt already do, and which the current non-scaling version does not. (The numbers assigned here are still provisional, of course).
* Mark Summon Vermin as unholyDracoOmega2014-03-061-1/+1
| | | | | So that good god worshippers won't be able to summon things which summon drainers via shadow creatures or ?summoning.
* Rod of demonology -> Rod of shadows.Steve Melenchuk2014-02-261-0/+13
| | | | | Weaves shadow creatures roughly from D:<evocations power> (including out-of-depth D depths).
* Rod of frigid destruction -> Rod of clouds.Steve Melenchuk2014-02-261-0/+13
| | | | | | | | | | | Sprays clouds over a cone-shaped area in front of the caster. At low power it gives rain, mist, or noxious fumes; mid-tier gives flames, freezing vapour, or poison gas; high-tier gives one of three new cloud types - acidic fog, negative energy, or storm clouds. The targeter is from an experimental implementation of a spell called "Scattershot", hence the name and some of the functionality it provides which goes unused here.
* Glaciate.Steve Melenchuk2014-02-251-13/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Level 9 Conjuration/Ice; generates a cone-shaped great blast of ice around a specified target. The minimum range of the cone is 3, and the maximum is LOS at maximum spellpower; damage within a minimum-range cone is equivalent to Ice Storm, and falls off with the square of the distance for larger cones. Leaves freezing clouds over the affected area, like Ice Storm; they dissipate really quickly over large areas, though. Targets hit with Glaciate are flash-frozen; they are subject to slow movement for three turns. Targets killed with Glaciate have a 3/5 chance of becoming a block of ice (similar to a pillar of salt). Also contains a monster-castable version of the spell. Replaces Ice Storm; most of Ice Storm's code disappears (ZAP_ICE_STORM is TAG_MAJOR_VERSION == 34'd out). Go fight Lom Lobon to see the monster version. Large chunks of this either originate from a patch from Keanan Smith (Siegurt), seen at https://crawl.develz.org/mantis/view.php?id=7760, or from the following discussion on Tavern: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9854
* Revamp rod of destruction.wheals2014-02-241-2/+15
| | | | | | | | | | | | The rod of destruction {lightning bolt, fireball, iron shot} is pretty boring, especially compared to the number of rods with unique spells. The new rod of of destruction has only one (L5) spell, "Random Bolt," which zaps a random bolt from the list of venom, draining, fire, cold, quicksilver, lightning, or crystal. The rod will prompt for self-harm if it could bounce, even if the bolt that comes out won't bounce (e.g. fire on rock). This isn't optimal but there's no really other way to do it, as far as I can tell.
* Swap spell levels of Battlesphere and Fulminant PrismChris Campbell2014-02-201-2/+2
| | | | | | Battlesphere 4->5 (it is still incredibly MP-efficient for the damage it can deal), Fulminant Prism 5->4 (it deals Fireball-ish damage but requires some setup to work).
* Merge branch 'summon_spells'Chris Campbell2014-02-181-1/+42
|\
| * Merge branch 'master' into summon_spellsDracoOmega2014-02-131-1/+25
| |\ | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/enum.h crawl-ref/source/spl-data.h crawl-ref/source/spl-summoning.cc
| * | Increase Summon Lightning Spire's range to 2DracoOmega2014-02-131-1/+1
| | | | | | | | | | | | | | | To give it just a touch more flexibility than only creating it immediately adjacent.
| * | Improve guardian golem defenses, scale hp with spell powerDracoOmega2014-02-131-1/+1
| | | | | | | | | | | | | | | Also give it some resists. For a monster whose primary job is to defend things, it tended to die curiously easily.
| * | Don't target Summon Lightning Spire on monstersChris Campbell2014-02-121-1/+1
| | |
| * | Remove Summon ScorpionsChris Campbell2014-02-101-0/+2
| | | | | | | | | | | | | | | | | | | | | It's already been replaced in the Summoner starting book, and is one of the summon spells that mostly just relies on spamming large numbers of monsters. Alistair's Intoxication is shuffled around in a couple of books to replace it in Envenomations.
| * | Tweak some of the new spells.Shayne Halvorson2014-02-101-1/+1
| | | | | | | | | | | | | | | | | | Summon Guardian Golem to level 4 (was 3), move Summon Forest from Callings to Warp. Recall was removed from Warp to make room; it could move to Control if needed.
| * | New spell: Summon Guardian Golem (L4 Summ/Hex)Shayne Halvorson2014-02-101-0/+13
| | | | | | | | | | | | | | | | | | The guardian golem is an ally with little attack power, but it can cast injury bond to protect its allies. When below half health it can overheat, causing it to explode on death.